move shader asset builder test into test_Atom_MainSuite_Optimized.py, update CMakeLists.txt, and move all imports inside the test class for hydra_ShaderAssetBuilder_RecompilesShaderAsChainOfDependenciesChanges.py (#4205)
Signed-off-by: jromnoa <jromnoa@amazon.com>
This commit is contained in:
@@ -65,15 +65,4 @@ if(PAL_TRAIT_BUILD_HOST_TOOLS AND PAL_TRAIT_BUILD_TESTS_SUPPORTED AND AutomatedT
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COMPONENT
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Atom
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)
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ly_add_pytest(
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NAME AutomatedTesting::AtomRenderer_HydraTests_ShaderBuildPipeline
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TEST_SUITE main
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PATH ${CMAKE_CURRENT_LIST_DIR}/test_Atom_ShaderBuildPipelineSuite.py
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TEST_SERIAL
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TIMEOUT 600
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RUNTIME_DEPENDENCIES
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AssetProcessor
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AutomatedTesting.Assets
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Editor
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)
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endif()
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+83
-84
@@ -3,78 +3,19 @@ Copyright (c) Contributors to the Open 3D Engine Project.
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For complete copyright and license terms please see the LICENSE at the root of this distribution.
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SPDX-License-Identifier: Apache-2.0 OR MIT
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"""
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import os
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import shutil
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def _copy_file(src_file, src_path, target_file, target_path):
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# type: (str, str, str, str) -> None
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"""
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Copies the [src_file] located in [src_path] to the [target_file] located at [target_path].
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Leaves the [target_file] unlocked for reading and writing privileges
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:param src_file: The source file to copy (file name)
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:param src_path: The source file's path
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:param target_file: The target file to copy into (file name)
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:param target_path: The target file's path
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:return: None
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"""
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target_file_path = os.path.join(target_path, target_file)
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src_file_path = os.path.join(src_path, src_file)
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if os.path.exists(target_file_path):
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fs.unlock_file(target_file_path)
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shutil.copyfile(src_file_path, target_file_path)
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def _copy_tmp_files_in_order(src_directory, file_list, dst_directory, wait_time_in_between = 0.0):
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# type: (str, list, str, float) -> None
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"""
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This function assumes that for each file name listed in @file_list
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there's file named "@filename.txt" which the original source file
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but they will be copied with just the @filename (.txt removed).
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"""
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for filename in file_list:
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src_name = f"{filename}.txt"
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_copy_file(src_name, src_directory, filename, dst_directory)
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if wait_time_in_between > 0.0:
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print(f"Created {filename} in {dst_directory}")
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general.idle_wait(wait_time_in_between)
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def _remove_file(src_file, src_path):
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# type: (str, str) -> None
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"""
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Removes the [src_file] located in [src_path].
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:param src_file: The source file to copy (file name)
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:param src_path: The source file's path
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:return: None
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"""
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src_file_path = os.path.join(src_path, src_file)
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if os.path.exists(src_file_path):
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fs.unlock_file(src_file_path)
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os.remove(src_file_path)
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def _remove_files(directory, file_list):
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for filename in file_list:
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_remove_file(filename, directory)
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def _asset_exists(cache_relative_path):
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asset_id = azasset.AssetCatalogRequestBus(azbus.Broadcast, "GetAssetIdByPath", cache_relative_path, azmath.Uuid(), False)
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return asset_id.is_valid()
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# List of results that we want to check, this is not 100% necessary but it's a good
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# practice to make it easier to debug tests.
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# Here we define a tuple of tests
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class Results():
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azshader_was_removed = ("azshader was removed", "Failed to remove azshader")
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azshader_was_compiled = ("azshader was compiled", "Failed to compile azshader")
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# fmt: off
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class Tests():
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azshader_was_removed = ("azshader was removed", "Failed to remove azshader")
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azshader_was_compiled = ("azshader was compiled", "Failed to compile azshader")
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no_error_occurred = ("No errors detected", "Errors were detected")
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# fmt: on
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def ShaderAssetBuilder_RecompilesShaderAsChainOfDependenciesChanges():
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"""
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This test validates [ATOM-5441] Shader Builders May Fail When Multiple New Files Are Added
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This test validates: "Shader Builders May Fail When Multiple New Files Are Added"
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It creates source assets to compile a particular shader.
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1- The first phase generates the source assets out of order and slowly. The AP should
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wakeup each time one of the source dependencies appears but will fail each time. Only when the
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@@ -82,6 +23,71 @@ def ShaderAssetBuilder_RecompilesShaderAsChainOfDependenciesChanges():
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2- The second phase is similar as above, except that all source assets will be created
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at once and We also expect that in the end the shader is built successfully.
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"""
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import os
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import shutil
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import azlmbr.asset as azasset
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import azlmbr.bus as azbus
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import azlmbr.legacy.general as general
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import azlmbr.math as azmath
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from editor_python_test_tools.utils import TestHelper as helper
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from editor_python_test_tools.utils import Tracer
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import ly_test_tools.environment.file_system as fs
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def _copy_file(src_file, src_path, target_file, target_path):
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# type: (str, str, str, str) -> None
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"""
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Copies the [src_file] located in [src_path] to the [target_file] located at [target_path].
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Leaves the [target_file] unlocked for reading and writing privileges
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:param src_file: The source file to copy (file name)
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:param src_path: The source file's path
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:param target_file: The target file to copy into (file name)
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:param target_path: The target file's path
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:return: None
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"""
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target_file_path = os.path.join(target_path, target_file)
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src_file_path = os.path.join(src_path, src_file)
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if os.path.exists(target_file_path):
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fs.unlock_file(target_file_path)
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shutil.copyfile(src_file_path, target_file_path)
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def _copy_tmp_files_in_order(src_directory, file_list, dst_directory, wait_time_in_between=0.0):
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# type: (str, list, str, float) -> None
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"""
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This function assumes that for each file name listed in @file_list
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there's file named "@filename.txt" which the original source file
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but they will be copied with just the @filename (.txt removed).
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"""
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for filename in file_list:
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src_name = f"{filename}.txt"
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_copy_file(src_name, src_directory, filename, dst_directory)
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if wait_time_in_between > 0.0:
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print(f"Created {filename} in {dst_directory}")
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general.idle_wait(wait_time_in_between)
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def _remove_file(src_file, src_path):
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# type: (str, str) -> None
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"""
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Removes the [src_file] located in [src_path].
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:param src_file: The source file to copy (file name)
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:param src_path: The source file's path
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:return: None
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"""
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src_file_path = os.path.join(src_path, src_file)
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if os.path.exists(src_file_path):
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fs.unlock_file(src_file_path)
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os.remove(src_file_path)
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def _remove_files(directory, file_list):
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for filename in file_list:
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_remove_file(filename, directory)
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def _asset_exists(cache_relative_path):
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asset_id = azasset.AssetCatalogRequestBus(azbus.Broadcast, "GetAssetIdByPath", cache_relative_path,
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azmath.Uuid(), False)
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return asset_id.is_valid()
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# Required for automated tests
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helper.init_idle()
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@@ -115,14 +121,14 @@ def ShaderAssetBuilder_RecompilesShaderAsChainOfDependenciesChanges():
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azshader_name = "assets/dependencyvalidation.azshader"
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helper.wait_for_condition(lambda: not _asset_exists(azshader_name), 5.0)
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Report.critical_result(Results.azshader_was_removed, not _asset_exists(azshader_name))
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Report.critical_result(Tests.azshader_was_removed, not _asset_exists(azshader_name))
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_copy_tmp_files_in_order(src_assets_subdir, file_list, game_asset_path, 1.0)
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# Give enough time to AP to compile the shader
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helper.wait_for_condition(lambda: _asset_exists(azshader_name), 60.0)
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Report.critical_result(Results.azshader_was_compiled, _asset_exists(azshader_name))
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Report.critical_result(Tests.azshader_was_compiled, _asset_exists(azshader_name))
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# The first part was about compiling the shader under normal conditions.
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# Let's remove the files from the previous phase and will proceed
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@@ -130,7 +136,7 @@ def ShaderAssetBuilder_RecompilesShaderAsChainOfDependenciesChanges():
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# ShaderAssetBuilder will only succeed when the last file becomes visible.
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_remove_files(game_asset_path, reverse_file_list)
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helper.wait_for_condition(lambda: not _asset_exists(azshader_name), 5.0)
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Report.critical_result(Results.azshader_was_removed, not _asset_exists(azshader_name))
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Report.critical_result(Tests.azshader_was_removed, not _asset_exists(azshader_name))
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# Remark, if you are running this test manually from the Editor with "pyRunFile",
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# You'll notice how the AP issues notifications that it fails to compile the shader
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@@ -148,7 +154,7 @@ def ShaderAssetBuilder_RecompilesShaderAsChainOfDependenciesChanges():
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# Give enough time to AP to compile the shader
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helper.wait_for_condition(lambda: _asset_exists(azshader_name), 60.0)
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Report.critical_result(Results.azshader_was_compiled, _asset_exists(azshader_name))
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Report.critical_result(Tests.azshader_was_compiled, _asset_exists(azshader_name))
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# The last phase of the test puts stress on potential race conditions
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# when all required files appear as soon as possible.
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@@ -157,7 +163,7 @@ def ShaderAssetBuilder_RecompilesShaderAsChainOfDependenciesChanges():
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# Remove left over files.
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_remove_files(game_asset_path, reverse_file_list)
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helper.wait_for_condition(lambda: not _asset_exists(azshader_name), 5.0)
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Report.critical_result(Results.azshader_was_removed, not _asset_exists(azshader_name))
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Report.critical_result(Tests.azshader_was_removed, not _asset_exists(azshader_name))
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# Now let's copy all the source files to the "Assets" folder as fast as possible.
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_copy_tmp_files_in_order(src_assets_subdir, reverse_file_list, game_asset_path)
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@@ -165,24 +171,17 @@ def ShaderAssetBuilder_RecompilesShaderAsChainOfDependenciesChanges():
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# Give enough time to AP to compile the shader
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helper.wait_for_condition(lambda: _asset_exists(azshader_name), 60.0)
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Report.critical_result(Results.azshader_was_compiled, _asset_exists(azshader_name))
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Report.critical_result(Tests.azshader_was_compiled, _asset_exists(azshader_name))
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# All good, let's cleanup leftover files before closing the test.
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_remove_files(game_asset_path, reverse_file_list)
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helper.wait_for_condition(lambda: not _asset_exists(azshader_name), 5.0)
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# Look for errors to raise.
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helper.wait_for_condition(lambda: error_tracer.has_errors, 1.0)
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Report.result(Tests.no_error_occurred, not error_tracer.has_errors)
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if __name__ == "__main__":
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# All exposed python bindings are in azlmbr
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import azlmbr.legacy.general as general
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import azlmbr.bus as azbus
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import azlmbr.asset as azasset
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import azlmbr.math as azmath
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# Import report and test helper utilities
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from editor_python_test_tools.utils import Report
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from editor_python_test_tools.utils import TestHelper as helper
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from editor_python_test_tools.utils import Tracer
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import ly_test_tools.environment.file_system as fs
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Report.start_test(ShaderAssetBuilder_RecompilesShaderAsChainOfDependenciesChanges)
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Report.start_test(ShaderAssetBuilder_RecompilesShaderAsChainOfDependenciesChanges)
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@@ -41,3 +41,6 @@ class TestAutomation(EditorTestSuite):
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class AtomEditorComponents_DisplayMapperAdded(EditorSharedTest):
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from atom_renderer.atom_hydra_scripts import hydra_AtomEditorComponents_DisplayMapperAdded as test_module
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class ShaderAssetBuilder_RecompilesShaderAsChainOfDependenciesChanges(EditorSharedTest):
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from .atom_hydra_scripts import hydra_ShaderAssetBuilder_RecompilesShaderAsChainOfDependenciesChanges as test_module
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@@ -1,19 +0,0 @@
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"""
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Copyright (c) Contributors to the Open 3D Engine Project.
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For complete copyright and license terms please see the LICENSE at the root of this distribution.
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SPDX-License-Identifier: Apache-2.0 OR MIT
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Main suite tests for the Shader Build Pipeline.
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"""
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import pytest
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from ly_test_tools import LAUNCHERS
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from ly_test_tools.o3de.editor_test import EditorTestSuite, EditorSingleTest
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@pytest.mark.parametrize("project", ["AutomatedTesting"])
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@pytest.mark.parametrize("launcher_platform", ['windows_editor'])
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class TestShaderBuildPipelineMain(EditorTestSuite):
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"""Holds tests for Shader Build Pipeline validation"""
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class ShaderAssetBuilder_RecompilesShaderAsChainOfDependenciesChanges(EditorSingleTest):
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from .atom_hydra_scripts import hydra_ShaderAssetBuilder_RecompilesShaderAsChainOfDependenciesChanges as test_module
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